Unite 2013 Video: Successfully Avoiding Common Pathways to Heartbreak and Disaster in Your Art Pipeline

Do you make 3D art, animation and or use Unity to make multiplatform Games?  Anyone can download or make 3D art assets and anyone can make games in Unity. It is another story when it comes to creating an art pipeline that accounts for efficiency, flexibility, multiple resolutions for multiplatform optimizations. Art optimization begin in the tools one chooses to uses for content creation. Optimization is also dependent on the way tools are utilized and how they export assets for Unity. Finally, art optimization happen within the Unity editor, which varies for individual targeted platforms, with best art practices and smart coding.

Elliott Mitchell, co-founder of Vermont Digital Arts and the Boston Unity User Group, gave a Unite 2013 (Unity Developer’s Conference) talk on this topic last August in Vancouver, BC. Check out the video of his talk and check back here to see a series of blog posts on topics covered as well as the plethora of areas he didn’t have to touch upon in his talk at Unite.

[youtube url=”http://www.youtube.com/watch?v=Z-HwsJiLtyw&feature=youtu.be” width=”640″ height=”355″ autohide=”0″ fs=”1″ rel=”0″]

Special thanks goes to Anzovin Studio for providing The Setup Machine for Games to Elliott and Vermont Digital Arts. In addition, Anzovin provided their expertise by rigging the Elliott’s 3D Samsquanch character as well as animating an Idle and Walk cycle for this demo!

Remember, there is no optimized game without good coding even if your art is exceptional. Make friends with talented engineers or learn to code yourself! It takes both sides of the brain to make great games!